In this gaming guide, you will find a 100% text walkthrough for Gordian Rooms 2: A Curious Island. No more searching through hours of videos or being bombarded with ads. This walkthrough will guide you step-by-step, including solutions for every puzzle, collectible, and both endings. The descriptions are kept to a minimum, but the instructions for solving each puzzle are included. If you just want the final solutions, those are provided as well. So sit back, relax, and enjoy the game without any distractions. Let’s begin!
Prologue
Above the table with the playing cards is a Spade you can take. Use it on the fire to get the Duck Figurine.
To the left of the gated door are 3 animal symbols. Push the corresponding books in to open the gated door:
Frog -> Left side of bookshelf to right of gated door
Weasel(?) -> Right side of bookshelf to right of gated door
Frog -> Middle of bookshelf to left of bar
Enter the new Poker Room, turn to the right and open the box to get the Vulture Figurine. Look in the corner for a small table that has a helmet and sword on it to get the Rabbit Figurine.
On the center table, each seat has playing cards in front of them. Add up the numbers for each seat. Go back to the Lounge and go behind the bar, and at the end is another box with a 4 digit code. The 4 Kings next to the box tell you the order of the numbers: 5986. Open it and get the Monkey Figurine.
Go back into the Poker Room and note the numbers and colors on each seat. Go back into the Lounge and by the fireplace enter the code, matching the colors: 619211. This will open the painting and show you the order of the figurines to place on the mantle: Rabbit -> Monkey -> Chicken -> Vulture -> Duck. This will open a door in the Poker Room leading to the Exit Hall.
Stay in the Poker Room and press the buttons on the main table to align the puzzle. Buttons are left to right: First 1x, Second 4x, Third 3x, Fourth 2x. Get the Ornate Key.
Turn to the left corner and find a small box with a glass cover and 3 buttons. Press the buttons in this order: Left x2, Right x8, Left. The green light on the box will illuminate, indicating you’ve solved a puzzle. These will be all over the place throughout the game so get used to seeing them. (Personally I like them. I really appreciate being able to see at a glance if something is solved or not). Go to the other corner to your right to find a similar box, with 3 buttons. Press the buttons in this order: Left, Middle, Right x2, Middle x2.
In the Exit Hall on the table next to the piano pick up the Large Wheel. Turn around and use the Ornate Key and Large Wheel on the circular thing to open it up. Solution: Fourth x5, Third, Second, Third, Second x2.
Turn to the right at the door: Right, Down, Left, Up, Left, Down, Left, Up.
Beach
Walk off the pier onto the Eastern Shore, turn to your right and walk a few steps, then immediately turn around 180 degrees and crouch and look under the pier where it meets the shore to find a Diary: HY / TY. Turn to your right and head toward the makeshift hut and get the Bitten Message next to a half eaten apple.
Enter the hut and get the Horseshoe hanging in the middle. This is a main collectible, and is almost always your reward for solving other puzzles throughout the game. There are a lot of them! Walk in as far as you can and turn around and find the Blue Shell on the ground against a post. Move towards the large gate and on the right side on the ground is a [b/Disgruntled Note[/b]. This contains the code for the lock box on the end of the pier. Don’t forget to halve it like the note says: 123413. Open the box to get the Metal Wheel.
Exit the pier and walk towards the cliffs to a yellow rock. Crouch and click on the surrounding rocks to move them until you can move the yellow rock to find a Yellow Shell. Go up to the gate and on the bottom of the left pillar is a Red Shell. Follow the cliffs to the left and along the way you’ll find a green cable. Press the button next to it, then continue along the cliffs to the left to the end and on a rock near a boat pick up the Green Shell.
Go back to the hut to the suitcase with the colored wheels with symbols. Each shell you’ve collected has a symbol on the back. RED: Sword, YELLOW: Parrot, BLUE: Hat, GREEN:Crossed Swords. You’ll get a While Shell.
If you look around the corner on the bottom left side of the machine in the hut you can see a symbol for how to arrange the shells. The order of the shells from left to right is: Green Yellow Red White Blue. Open the doors to get another Metal Wheel.
Now you have what you need to open the gate. Go insert it on the right column and use the wheel to open the gate. Walk forward and up the steps and at the bottom of a set of red closed off stairs you’ll find a red cable. Press the button nearby and continue up the stairs to the right to the Labyrinth.
Southern Labyrinth
On the right side is the Inspiring Description #1 and Inspiring Painting. On the same side, leaning against a bench, is a Plank with Symbols.
Bungalow
Time for some button pressing! Look at the contraption to the left of the doorway when you enter the Bungalow, on a coffee table. The colored rings indicate the order in which to press the buttons, starting from the top: RED GREEN YELLOW BLUE. Press them in that order and open the device up to get the final Plank with Symbols.
Leave the Bungalow and immediately turn around and place the Small Plaque into the slot by the doorway. Note the colored lights that blink: RED BLUE GREEN. Take the plaque with you now or leave it here for now so you can come back and remember what the colors were. Either way you’ll need the plaque later so you may as well write down the colors and pick it back up to save yourself a bit of backtracking later.
Court I – Studio
Enter the Studio, and approach the center platform to find a Painted Puzzle Piece behind the gramophone. To the left of the wide open doors is another Painted Puzzle Piece. Turn around and on the top of the painting is another Painted Puzzle Piece. Enter the small shed and find another Painted Puzzle Piece on top of the boxes. Outside, along the front of the shed, between two canvases, open the window to gain access to another Painted Puzzle Piece on the ledge. Go to the left to main locked door, and open the window to the right of it. Look up and press the button to unlock the door. On the table at the end of the sofa is another Painted Puzzle Piece. To the right of that table you can move a large painting to find another Painted Puzzle Piece. To the right of that is an easel, and behind that is another Painted Puzzle Piece. On the shelf behind a painting is another Painted Puzzle Piece. You should have 9 total. Back in the central platform, insert the tiles and rotate everything to complete the painting correctly. Open the box nearby to get a Puzzle Piece.
Court II – Gazebos
Walk to the back and underneath the table between the red and blue gazebos is a Horseshoe. At the base of a pole in front of the blue gazebo is an Elegant Mask. Back at the front look at the ramp, and on the left side is a wheel and a small box. On the underside and the left side of the box are diagrams for how to set this wheel and the other matching wheel on the other side. Set this wheel so the colored spoke points to the left. On the other side set that wheel so the colored spoke points to the upper right. Go back and open the box to get a Box of Matches. All the lamps along the left and right sides of the main ramp are numbered. You need to light them in a specific way to unlock the boxes in each of the colored gazebos.
Next to the red gazebo is a red flag that says “EST 1683”. So light lamps 1 6 8 and 3. Open the box in the red gazebo to get an Oddly Shaped Key.
Next to the green gazebo is a green flag that has a diagram showing you exactly which lamps to light. So light lamps 3 7 8 9 and 10. (Don’t forget to extinguish any previously lit lamps that aren’t needed here). Open the box in the green gazebo to get another Oddly Shaped Key.
Some of the lamps have a blue symbol on them. Light the ones that have this symbol, lamps 1 3 4 6 and 10. (again, don’t forget to extinguish previous lamps). Open the box in the blue gazebo to get the last Oddly Shaped Key. Turn around and insert all the Oddly Shaped Keys to get another Puzzle Piece.
Court III – Ritual
Walk to the center, in front of the cage, and on the ground pick up the Curious Ritual Description. At the base of the tree behind the cage is a bottle of Wine from 1902. Note the symbols on the face of each of the four colored ghosts.
Go to the left corner, and on the left box, match the symbols to the ghost symbols by clicking each column this many times: 1st:0, 2nd:3, 3rd:2, 4th:1. When the box opens get the Letter between Polly and Molly and the Beauty Headband.
Turn to the right and in the Curious Ritual Description you can find the code. Set the numbers to be 1553 (to set a number, set it so the desired number is just above the surface of the box). Get the Kindness Headband.
Go to the other corner and look at the left box. Set each column so the little white line is just above the surface of the box. Pick up the Note with Further Doubts and Justice Headband.
Read the Note with Further Doubts to get the code for the last box and set the columns to: 1427. Get the Exchange between Servants and Truth Headband.
The clues for the headbands are in the Letter between Polly and Molly and the Exchange between Servants. Attach the headbands to the ghosts: Red:Truth, Green:Justice, Blue:Kindness, Yellow:Beauty. The cage will open, get the Puzzle Piece.
Court IV – Fashion Show
On the left side, get the Decorative Hairpin on the bench. Next to the figure seated on a bench is an Elegant Umbrella. On the steps, on the figure wearing pink is another Decorative Hairpin. Across from the figure, on a bench, is a red Belt.
Go back to the end of the runway and on the right side of it is a yellow Belt. The first figure sitting on a bench is wearing an Elegant Mask. The figure wearing yellow leaning against the runway is holding an Exquisite Fan. The figure next to it has a Decorative Hairpin. The figure across the steps by the bench is holding an Umbrella. The figure up one step sitting on a bench has another Decorative Hairpin and behind that bench sitting on the ground is another Elegant Umbrella.
Go inside the doorway and turn to the right to find a Cloth Belt. Open the desk drawers to get another Decorative Hairpin and Exquisite Fan and grab another Exquisite Fan from above the mirror on the desk. In the center by the gate is another Elegant Umbrella. Continue to the other part of the room and on the sofa to the left is another Exquisite Fan. Find a Cloth Belt on the desk here and open the drawers to get the last Exquisite Fan. Finally at the end of the room is another Umbrella.
Go back to the end of the runway and look at the buttons on the left side. These adjust the lights along the left edge of the runway, and we need to make these lights match the lights on the right edge. The left button controls the speed of the lights, the middle button changes the color, and the right button changes the number of lights that turn on. Press the buttons this many times: Left x2, Middle x1, Right x5.
Move to the right side of the runway and notice the buttons here change the lights on the steps. These need to match the lights on the steps on the left side but mirrored. Each button changes lights on a different step. Press the buttons this many times: 1st x0, 2nd x1, 3rd x0, 4th x2.
Go back inside to the center and pull the levers on either side of the gate to open it and gain access to the runway. Note the 2 figures just outside the gate have a blue belt and pink hairpin that can’t be removed. So add a blue belt to the waist and pink hairpin to the head of the figure at the very end of the runway. Note the orange fan and blue umbrella above the gate, so go add the orange fan to the left hand and blue umbrella to the right hand of the figure at the end of the runway. Get the Puzzle Piece from the pedestal that rises in the middle of the runway.
Northern Labyrinth
The top 2 planks on the right door are simple math problems that indicate which Puzzle Pieces correspond to which numbers. On the left door, place the Puzzle Pieces that match: In slot 1 place the piece that has 3 circles connected into a triangle shape. In slot 3 place the piece that looks like a spiral with small circles on the ends of each leg. In slot 9 place the piece that looks like a bullseye. And in slot 0 place the piece that looks like 5 squares with 4 smaller squares around it..
The bottom 4 planks on the right door indicate the buttons to press to open the gate. Again, decipher the math problems to get the code: 4962.
Go forward until you come to a clearing with a table in the middle. Follow the pink hose all the way to the end. Before you continue on though, turn around and go back into the labyrinth and take the first left (there should be a blue flag high up on the left) and enter an open area. Make a right and go through another open area and back into a corridor with the pink hose. Take a left and follow the pink hose. The hose will go right at the next intersection but you should go left. At the end of the hallway make a right and another right to a dead end, where you’ll see a Horseshoe lying against the curb on the left side. Make your way back to the pink hose and follow it back out of the labyrinth and into the island proper.
Gardener’s House
On the coffee table in front of you pick up the Fruity Note. On the shelf by the armchair is a Fruit Picture. Note it has a symbol on the back of the frame. Below that you can move a few books to reveal a Cherry symbol. And below that, get a Fresh Carrot. Moving to the left, on the tables with plants, in front of the window, is a Gardener’s Poem. This will help you with the device to your left, later when you have all the items. Move to the kitchen and open the fridge to reveal an Apple symbol. Turn around and get another Fruit Picture on the shelf above the sink. In the cabinet above the watermelon you can get a Sketch Card. Around the corner go into the bathtub room. In the cabinet up high get another Fruit Picture. In the cabinet down low pick up the Radicula Report. Leave and go into the toilet room next door. Get the Wooden Wheel from the metal trough, and the Secret Key – Gardener behind the pyramid of toilet paper rolls.
Exit and head straight across the room towards the cabbage and open the door on the left to enter the bedroom. Pick up a Fruit Picture from the dresser to your left, and another Fruit Picture on the shelf above. To the right of the dresser are some math problems scrawled on the wall, and you can rotate the vase to see another one. There’s more to the right of the case holding the wooden wheel. If you solve these, they indicate how to press the buttons. The solution is, starting with the top left button, press all the buttons in order counter-clockwise, going down, then right, then up, then left. The buttons should stay lit when you press them, if they don’t then you missed one or it didn’t register that you clicked it. The case will open and you can pick up the Wooden Wheel. Pick up the Sketch Card on the desk to the right. Turn around and on the bench to the left of the doorway is a Small Plaque behind the middle pot. Over on the nightstand you can get the Encryption version 1.1 and another Fruit Picture. On the bookshelf you can move 2 sets of books to reveal a Strawberry symbol and a Chili Pepper symbol, but make sure to pick up the Small Handle sitting on one of the shelves. Open the door and enter the Garage.
Garage
Gardens – Part 1
Head to the front door of the Gardener’s House and look at the pedestal housing a plant that’s in front. Use the encryption notes to learn how to decipher the roman numerals on the front of the pedestal. Basically, for each of the columns of buttons, the top button is worth 4, the middle is worth 2, and the bottom is worth 1. Add them up to make that digit in the roman numeral below. So for this pedestal press: 1st column – middle and bottom, 2nd and 3rd columns – middle, 4th column – bottom. Get the Potted Plant.
Enter the Vegetable Garden and turn to the right. There’s a picnic basket with a number dial, similar to the one that was on the pier. Ignore it for now, and go around the back of the house. Use the Rusty Hammer on the padlock to open it and get the Large Metal Wheel.
Leave the Vegetable Garden and go back to where you entered this area from the labyrinth to find another plant pedestal. This one doesn’t have any roman numerals on it, but if you walk around to the other side of the tree that’s behind the pedestal, you’ll find a diagram telling you which buttons to press: 1st column – bottom, 2nd column – middle, 3rd column – middle and bottom, and 4th column – top. Pick up the Potted Plant.
Walk as if you’re going back to behind the tree again, but as you walk under the archway look up to get another Horseshoe hanging there.
Starting from where you entered the Garden area from the labyrinth again, walk forward and take a left through the archway to be in front of a table. Go left and follow the path around until you come to a statue. Take the Elegant Mask it’s wearing. Continue following the path and place the metal wheel on the pole marked E. Continue following the path to the end and exit the area.
Straight ahead is another area with a gazebo. Open the gate and at the gazebo entrance is another Horseshoe hanging. Note the number dials next to the picnic basket, only this time it has kitchen knife symbols on either side. Continue forward and on the ground next to the bench pickup the Red Head of a croquet mallet. In the hand of one of the headless statues is a Sketch Card.
Go back through the open gate and make a right and walk straight off the walkway onto the grass and make a left. Walk straight all the way down until you get to the last tree before the Gardener’s House. In the branches you’ll find the Secret Key – Chef.
Leave this area and go towards the back left of the house where there’s a little playground. Climb up the ladder near the circular spinning thing and walk along a bit of the pole to get a Horseshoe hanging there. In order to find the roman numerals for the plant pedestal near the playground, stand on top of the slide and look down at the back of the pedestal. The buttons are: 1st column – top and bottom, 2nd column – middle, and 4th column – bottom. Get the Potted Plant.
Walk to the next grassy area forward and open the gate to enter. You can get another Sketch Card on one of the benches to the right, mostly hidden under a blanket. In the center of the area is a little bridge over the water and near the foot of the bridge is an Orange Head.
Leave the grassy area through the gate you come in through and go right, then right again along the walkway. Pick up the Cucurbita Report on the rocks to the left, just past the ropes.
Keep going straight until you get to a stone gazebo. Pick up the Inspiring Description #5 from the side table, and the Inspiring Painting. Also get the Fancy Bonbon from the tray on the large table.
Go forward and right and find a plant pedestal next to a closed gate that leads into the Pond grassy area we just came from (with the bridge). Open the gate if you like, and find the roman numerals on the side of this pedestal. Read the encryption letters to figure out how to read numerals with horizontal lines above them. The solution is: 1st column – top and middle, 2nd column – top, 3rd column – bottom, and 4th column – top middle bottom. Get another Potted Plant.
Turn left and ahead enter the Croquet Court on your left. Walk forward and at the base of one of the trees is a Blue Head. Over by the large console next to the croquet court is a Yellow Gate spanning the red hose.
Keep walking straight ahead away from the court, along the side of the house, and find the Secret Key – Madam in the birdbath in the corner. Turn left and straight ahead in the coils of the red hose is a Blue Gate. On the far right side of the front of the house is a cat statue with the Dining Room Key in its mouth.
In the grassy area with the fountain get the Secret Key – Butler on a bench under a blanket.
Checkout the Gazebo for another Fancy Bonbon and another set of number dials to come back to later. One of the chairs by the badminton net has a Strange Portrait under it. Find the ball lying on the ground and kick it across the court and into the little alcove that has a green light on top (you’ve seen a few of these scattered around the island so far). These are goals. That’s right, score a goal, just like in soccer and the light will illuminate. The locations are: In front of the Gardener’s House, in the northeast corner of the island (by the playground), inside the Badminton Court, just outside the Badminton Court (along the western edge, by a swinging seat), and next to the Greenhouse. Get all these and come back to the tall tower looking thing where the ball starts and all the lights there will be lit, and you’ll gain access to a Horseshoe as your reward. Fair warning, it’s tricky to control the ball, and it’s near impossible to get it over a curb. You really have to line yourself up perfectly and push forward with all your might to give it enough speed. I found you can click on it if it gets stuck in a corner to jostle it a bit back into a maneuverable position. And worst case you can reset the ball by pulling the lever at the tall ball tower.
On the way to the Greenhouse area, stop by the long swinging bench near the western edge (there’s a goal nearby) and look up to get the Secret Key – Admiral sitting on top of the swing pole. By the Greenhouse one of the green benches nearby has a Brassica Report lying on the ground underneath it, so be sure to get that. Then go around the long way and open the Greenhouse door and enter. Inside, behind the large saw, in a potted plant on the shelf, is the Secret Key – Amelia. On the board by the door you can get the Maintenance Notes. This and the diagram of the piping layout on the wall will help you fix the plumbing, which is one of the main tasks. Turn to the left from the diagram and grab the Wooden Wheel on the shelf.
Leave the Greenhouse and go to the grassy area that’s right up against the front wall, there should be a small firewood shed nearby. Follow the grassy area along the wall to the end near the cliffs and make a left. You’ll arrive at a small clearing with a chair and small table. Grab the Diary: BA/ DE. Go back to the firewood shed and hanging off the roof to the side you can get the Pirum Report. There’s also a Horseshoe on the ground in one of the corners of the shed.
Find another plant pedestal in the grassy area connected to the shed, near the front wall, and near the Dome. To find its Roman Numerals, walk around by the front wall and look at the side of the pedestal that’s against the bushes. The solution is: 1st column – top middle bottom, 2nd column – middle, 3rd column – top middle bottom, 4th column – bottom. Get the Potted Plant.
Gardens – Part 2
Go back to the Gardener’s House, but along the way stop by the front steps to the house. Under the paw of the right lion is a Diary: MZ / X. Go inside the house and place the 5 Potted Plants on the device’s pedestals. Move them around to identify which plant is which by looking to see if the meter points to the right or not. Once you’ve identified them all, use the Gardener’s Poem to help determine what order they should be placed in to solve it. Apple -> Carrot -> Cabbage -> Corn -> Grapes. You’ll get 8 Herb Signs.
GO outside to the Vegetable Garden and look behind the box in the back left corner to find the Malum Report. Place the Herb Signs you just got, one on each box to identify what’s growing there. Starting with the box on the left immediately as you enter the Vegetable Garden and going around the perimeter clockwise, the solution is: Basil, Bay Laurel, Chives, Coriander, Parsley, Lemon Balm, Oregano, Peppermint, Thyme, Sage. The case on the middle Rosemary box will light and you can get the Gordian Token of the Gardener.
Head back into the house again, and turn right to place the four Wooden Wheels onto the wall above the cabbage. Notice the little “greater than” signs between the wheel slots. These needs to go in order of condition. Starting on the left: Wheel with metal perimeter in best condition > Wheel with metal perimeter that’s missing a chunk > Wheel with no metal that’s in the best condition, > Wheel with no metal that’s kind of beat up.
GO through the Vegetable Garden and around back to find you now have access to the Log House. Inside on the table between the armchairs is a Fruit Picture. In the cabinet behind the chair, use the Fruity Note to help decipher the pyramid: Cabbage -> Strawberry -> Pear -> Cherry -> Chili Pepper -> Apple. Grab the Horseshoe. On the bookcase behind you is an Elegant Mask and in the other cabinet around the corner is another Fruit Picture. Open the large wardrobe to reveal a secret room. On the desk is Another Dagger and in the crate of cabbage to the right of the desk is The Art of Gordeaux #3. Over at the table with the filing cabinets underneath, insert all 6 Secret Keys into their matching drawer to open them and light the first ring of lights on the table. Read all 6 Reports you collected to identify which family member/servant it refers to, and place it in the matching drawer (and close the drawers) to light the upper ring of lights.
Admiral -> Brassica
Madam -> Cucurbita
Amelia -> Report
Butler -> Malum
Chef -> Pirum
Gardener -> Radicula
Collect the Horseshoe.
Pick up a Purple Gate lying on the backside of the big device, and get a Red Gate in the far corner of the court, near the curb. To solve setup the court with gates/heads so the ball goes through the listed gates in order in one go. Pull the green lever when you’re ready to test each setup. Then pull the red lever to reset and setup again for the next sequence. Do this for all 3 sequences.
It’s too hard to explain the exact solution, so check out the excellent guide by Akhlys, for a diagram, as well as other solutions and achievements.
Once completed, this opens one of the machines and you can get the Gordian Token of the Admiral.
Go left out of the court and head straight back past a pair of swinging chairs. Down a little hill at the end you’ll see a large rock with a sword sticking out of it and 4 colored cables leading into it. If you pressed the buttons by the green and red cables we passed earlier, those lights will be lit now. Otherwise you’ll have to backtrack to the origins of the cables to find the buttons. To make backtracking easier, go to your left and pull the red lever to open the red gate. This opens a shortcut down to the beach so you can skip the labyrinth! Assuming you have the green and red buttons pressed, go forward past the red gate and click on the padlock to use the Padlock Key and get the Large Metal Wheel. Note there’s another set of number dials here on the table by the picnic basket with kitchen knife symbols.
All the valves are labeled or otherwise easily identifiable, so use the diagram in the Greenhouse and the Maintenance Notes in your inventory to figure out which way all the valve wheels need to be turned. If any valves are missing a wheel, simply click on the pole to add it, you should have all the missing wheels by now.
Again this is difficult to explain without a visual, so for a diagram check out Akhlys awesome guide.
Once completed, grab the Gordian Token of the Gardener at the base of the fountain.
Go back towards the Lookout stone gazebo and go down the hill and the rocky steps leading down to the shore. Halfway down the steps is a statue with a Sketch Card. At the bottom make a left, go forward towards the Lighthouse in the distance until you get to a tree on your left. Behind it is the button for the blue cable. Go towards the shore and by the pier leading to the Lighthouse, to the left is the button for the yellow cable. From the pier, go right along the shore to another pier. At the end, look up at one of the umbrellas to see colors. This is the order to press the buttons on the box in. Black Blue Yellow Red Beige Pink Green Orange. Get a Fancy Bonbon. Exit the pier and go left, and along the rocks on the ground get the Diary: RT / XD.
Return to the main yard, and the big rock with the sword sticking out of it. Now that you pressed the buttons for all 4 cables, you can take the Another Sword.
Mansion
Sisters’ Bedrooms
Door solution: Left Up Right Up Left Up. On the desk, get a Sketch Card from the drawer in the telephone. In the trash can next to the desk, get the Secret Letter #1. In the middle drawer of the makeup vanity is a Figurine of a Giraffe. On top of the vanity is another memory game. The missing animals: Fox – on the right side of the vanity. Frog – in the bottom right drawer. Kangaroo – side of the piano. Elephant – side of the window frame. Collect the Perfume Bottle. Open the piano lid and get the Cabinet Key. In the middle drawer of the dresser to the left of the piano is another Perfume Bottle. Behind you is a wardrobe at the foot of the bed. Use the key to open it and get a Decorative Slate. Note the map on the inside of the wardrobe door. Go back to the dresser, and on the bookshelf near the balcony door is a Small Plaque. Put the plaque on the slot outside the bedroom door and note the colors. Take the plaque back with you.
Open the bathroom door and move the towels on the left to get the Wardrobe Key. Another Perfume Bottle can be found on the sink. Use the key to open the wardrobe just outside the bathroom. Note the map on the inside of the door. Open the balcony door to your left and pull the green levers to reveal slots for the tokens you’ve been collecting. Feel free to place the Admiral and Gardener’s tokens now if you like. Go out the other balcony door from Amelia’s room. Turn to the right and find a Diary: DE / BA in the railing by the telescope.
Get a Figurine of a Unicorn under the table with the telephone and a Fancy Bonbon in the tray on the table by the window. Next to desk grab the Grumbling Note #3 out of the wastebasket. Ring the bell on the underside of the desk. On the large wardrobe to the right of the desk is another memory game. Missing animals: Fox – on the wall in the bathroom. Crocodile – on the wall next to the balcony door. Eagle – on the wall next to the toilet. Bear – in the drawer of the dresser to the right of the wardrobe. Get the Perfume Bottle in the smaller wardrobe immediately to the right of the larger wardrobe. Find another Perfume Bottle in the top drawer of the dresser where the Bear animal was. Get a Sketch Card on the back of the gramophone. Get the Torn Note off the wall above the box of chocolates. Open the wardrobe to the right and get another Perfume Bottle. In the bathtub there’s another Sketch Card. On top of the cabinet by the toilet you can get a Small Plaque. Ext the bedroom and put the Small Plaque (doll) in the slot outside Bella’s room. Note the colors: Red Yellow Blue. Take the plaque back. Go back out to the balcony and at the end to the left you can get the Inspiring Description #2 and the Inspiring Painting.
You can’t get into Della’s room from the balcony or main hallway so you have to get in through Bella’s bathroom. Door puzzle solution: Right Up Right Down Right. Turn right and on the underside of the glass cabinet is a Sketch Card (you may need to step in and close the door behind you to access it). Press the buttons by the glass cabinet in this order: 1 5 4 3. Ring the bell in the right end of the glass cabinet. Turn around and open the Ouija Board in the bathtub. Open the door to the toilet room and get a Small Plauqe on the bottom inside of the door. Next to the cabinet get the Voodoo Doll. Enter Della’s Room. Get a Sketch Card from the photo frame on the table by the window, a Torn Note on the seat of the chair by the table, and a Strange Portrait on the floor behind the mirror, also by the window. Pick up the Figurine of a Spider from the desk, and a Perfume Bottle from the bottom drawer of the dresser down the hall. At the end of the entrance area, flip the switch to turn off the lights. Look at the large main wardrobe that wouldn’t open earlier for the rules of the ritual. Place the Fruit Pictures on the matching symbols around the center pedestal, remembering they all have symbols on their backs (some are difficult to see).
– Place the Voodoo Doll on the center pedestal
– Fruit Picture with 2 red fruits on the mushroom symbol
– Fruit Picture with 1 red fruit on the symbol of an empty jar
– Fruit Picture with 3 green fruits on the symbol of a jar filled with olives (eyeballs?)
– Fruit Picture with 3 red fruits on the spider symbol
– Fruit Picture with 1 yellow fruit on the symbol of a jar that’s not empty but filled with some kind of liquid? I’m not sure what it’s filled with exactly, but it should be the last jar symbol you have left.
Get the Horseshoe on the side of the center pedestal. Leave the room and put the Voodoo Doll plaque on the slot by the door and note the colors.
Return to Amelia’s Room and open the giant Wardrobe doors to the right of the bed to reveal a huge puzzle. Press the buttons in this order: bottom left, bottom left, top right, top right, top left, bottom left. Place Perfume Bottles in the three slots beneath the puzzle. Each Perfume Bottle has an animal symbol on it. The three animals we need match the three used in the puzzle. To know the order find a set of these three animal symbols on the inside of the upper right drawer of Amelia’s makeup vanity: Bear, Fox, Squirrel. Open the puzzle to reveal another one. Solution: UL UL BL UR UR UL. The order for the 3 Perfume Bottle symbols is around the corner on the side of this huge wardrobe: Eagle, Kangaroo, Frog. Open the puzzle to reveal a third. Solution (I don’t think it’s optimal but it does work): BR BR UL BR UR BR UL UL UR UR BR UL UL UL UL UL UR UR BR. The order for the 3 Perfume Bottle symbols is on the sink in Della’s bathroom: Elephant, Crocodile, Lion. Open the puzzle, look at the picture of the cats. Look on top of the piano to find the same picture. Press the button the back and go back into the massive wardrobe to see a panel has slid open in the lower left. Collect the Gordian Token of the Sisters. Place the token with the others on the front balcony now if you like.
Workshop
Back by the sewing machine you can place some of the Sketch Cards in their matching slots now if you like. To the right is a large bookshelf with cans. It has an icon of a bookshelf on the top. If you look around the room you’ll see that same icon, followed by a phrase, on some of the portraits and pictures hanging on the walls of the Workshop. Rotate the cans of one of the rows to match each phrase:
– 329 LACKITURE FRESCO
– ELLOW BURNTSETIAN GREE
– SNOW ZINC YEL NEW YORK
– R LEA LEAD MOHAWKWH ZIN
Step out to the balcony and close the door. Look up and get an Elegant Mask on the light fixture. There’s an orange laser puzzle here too. Check out Akhlys amazing guide for screenshots of this and the other laser puzzle solutions. Once completed notice the front panel is opened and the the swatch that’s framed. On all the laser puzzles is a swatch like this, and it indicates which piece of clothing to place on the mannequin inside.
Re-enter the Workshop and open the door across the way to the courtyard. Get the Dagger in the flower bed. Solve the 3 laser puzzles here. Notice the swatch that’s highlighted on the front of the green puzzle. The blue and yellow puzzles will give you a Cabinet Key each. Also pick up a Sketch Card on the bench next to the yellow laser puzzle.
Back inside, approach the door puzzle to the storage area. Solution: Right Up Left Down Right Down. Grab the Shoes on the shelf to the right. Ahead by the fancy men’s suit get the Figurine of a Fox. Turn to the left to get more Shoes. Keep going left to get a Hat more Shoes and another Hat. Back by the entrance door, go left and open the big crate to get the Bolt Cutters. Turn around and in the purse is a Sketch Card. Turn left and before you re-enter the Workshop, you can place some Sketch Cards in their slots if you want.
Time to dress up the mannequin by the center cabinets. Speaking of which, use the 2 keys you got from the laser puzzles to open them and take all the Cloth on the top shelves. To dress the mannequin, each piece has to be a certain fabric or piece of clothing.
– Hat -> Look above the corkboards on the wall to the left to see what pattern/color is highlighted
– Top -> Look at the side of the window frame in the Workshop Storage
– Skirt -> Look at the green laser puzzle in the courtyard
– Shoes -> Look at the orange laser puzzle on the balcony
Once completed, a drawer will open on the bottom of the paint can bookshelf and you can pick up the Gordian Token of the Madam.
Exit the Workshop and place the Small Plaque in the slot by the door and notice the colors. Don’t forget to pick it back up again. Feel free to drop off your token with the others now if you want. Also you can drop off a couple more Sketch Cards on your way to Della’s room if you want as well.
Amelia’s Treasure
Time for a treasure hunt! Return to Amelia’s room and read the 2 Torn Notes you have to learn the instructions you must follow:
– Close all doors leading into her room, except for the toilet door
– Close all the drawers on her makeup vanity, except for the top left and middle right drawers
– Dial the mask on the coffee table
– Dial the dress on the balcony (remember to close the balcony door again behind you when you come back inside)
– Close all drawers of the dresser by the balcony door, except the bottom drawer
– Open both doors of the mask cabinet
– Open the left door of the wardrobe by the bed, close the right door
– Make sure every drawer on her desk is closed
– Open the piano lid
– Make sure the little drawer in the telephone is closed
Once all that is completed at the same time, the painting above the sofa (by the bathroom door) will swing open. Note the map on the back of the painting. You can place 4 Diarys here now if you want. Looking at the 3 maps in Amelia’s room, they all have an X marking the spot. Let’s do some digging!
Head outside and to the Western Shore, and down the steps and start heading towards the Lighthouse. On your way, before you get to the tree with the button for the blue cable you should see a spot on the ground where the dirt looks a little weird. You might have to crouch to get a prompt, but when you do you’ll dig up a Decorative Slate. Turn around and run along the Western Shore, past the steps you came down, and keep going until you get to the 2nd tree on the left. Look around for another weird spot on the ground and dig up another Decorative Slate.
Return to the yard and go to the rock where you pulled the sword out. Continue down the stairs with the red gate and down the steps to the right to skip the labyrinth and get to the Beach where you first landed on the island. Go towards the pier and go left past it all the way to then end until you come to a little alcove in the cliffs. Dig here to unearth a HUGE red and black box with poker suit symbols all over it.
The box has columns of black rotatable symbols on all 4 corners. Each column has one set of red symbols that do not rotate. Match the rest of the black symbols in each row to the red one, and the 4 side panels will open, revealing more suit symbols.
You can only rotate the red ones, and that will rotate the matching black ones directly across on the other side of the box. Rotate all the red symbols so all the black ones are facing rightside up. Once done, steps will extend out from the corners of the box.
Walk up the steps and pick up the Decorative Slate at the base of the pedestal, then place all 4 in the slots on top of the pedestal to turn the lights on. You need to position the knob over a certain color, then rotate the knob so it’s pointer points in a certain direction. If done right, the sides of the box will light up. I’m not sure if there’s a specific way to know which light to move the knob over and which direction to rotate the knob, but I did it by playing with it a bit and trial and error:
– Yellow -> Right
– Red -> Down
– Green -> Left
– White -> Up
When lit, little arrows appear pointing to certain symbols in the grid. Click these once to rotate them sideways. When completed, the inner panels will slide down and you can collect the Gordian Token of the Sisters. NOTE: If you did all the symbols with the lights in the last step and you still can’t get to the token, check the green side. There’s one symbol that has 3 arrows pointing at it. If you just clicked it once, it might not trigger, you might need to actually click it 2 more times (for a total of 3) to get it to register. It ends up being the same rotation as if you only clicked it once, but the game might require 3 clicks, not 1, to trigger.
Dining Room & Kitchen – Part 1
Use the Dining Room Key to unlock the dining room doors and on the left is a slide puzzle. I’m not going to list every single move and there’s really no good way to solve these anyways, other than trial and error, so you’re kind of on your own unfortunately. One tip I have is to try to get a row at a time. Get the top row in place, then the next row, and so on. If the last row is a little off, you have a lot less pieces to move around to figure it out. And in these slide puzzles, there’s always one piece missing, which is the hole for sliding. That hole will end up being in the lower right corner when it’s completed, if that helps at all. Once completed, get the Kitchen Key. Grab the Green Plate from the serving tray, then go to the opposite corner, under the portrait of Bella, and look behind the radiator to find a Small Plaque.
Use the Kitchen Key to unlock the kitchen doors. Open the first cabinet next to the window to get the Beige Plate. Get the Pot from the cutting board, then turn around and fill it up at the sink. Continue around the counter and get the Grumbling Note #2 from the wastebasket. Keep going and get the Fridge Note on the counter, then click on the cutting board to pick up the Diced Carrots. In the lower cabinet to the right you can pick up the Confessions of a Chef #1.
Turn around and get the Red Plate on top of the cookware rack. There’s a Black Plate in the left oven. Press the button in here too. Then place the filled pot on the stove. In the right over you can get The Art of Gordeaux #2. At the end of this wall past all the kitchen cabinets, in the sink is the Blue Plate. On the seat of the chair at the little table in the corner is a Small Plaque. Stand by the fridge and look behind you to see some colored containers. That’s the order you need to open the colored fridge doors: Green Red Blue Yellow. In the main fridge you can get Chilled Cheese and a Fancy Bonbon.
Look at the door next to the fridge and on the little shelf above the slot for the plaque is the Kitchen Storage Key. Inside, in the cabinet at the end around the corner is Wine from 1899. TUrn to the left and press the button to move the ladder and in the bottom left corner get the Small Plaque. There are 4 ladders in here, and they all need to be set to a certain position in order to open the drawer in the cabinet. The solution can be found on the blackboardin the Kitchen by the little table in the corner. When you enter, press the button on the left once, then go around the corner and press the button on your left once, and the button on your right 3 times. Open the drawer to get Salt. Leave and put the plaque in its slot and remember the colors. Do the same for the Dining Room and Kitchen, and don’t forget to take all 3 plaques with you.
Basement – Part 1
– Top row: Buttons 2 and 3
– 2nd row: Buttons 1 and 4
– 3rd row: Buttons 1 2 and 5
– Bottom row: Buttons 1 3 and 4
Get the Wine from 1889, and before you proceed, look up to the right to find the Confessions of a Chef #6 on top of a fuse box. Continue left to the stairs and make a right. One of the mannequins in the bunch is wearing a red Elegant Mask. Turn back around and pick up the Inspiring Description #4 and the Inspiring Painting. On the near end of the huge wine rack is the Confessions of a Chef #4. Go back by the large barrels and look up to the left to find the Confessions of a Chef #5. Leave the basement for now.
Servants’ Courtyard – Part 1
Go and to the right around the corner is the Chef’s Room. Open the wardrobe to the left, in the upper left corner is a Small Plaque. In the nightstand is the first Safe Handle. In the middle left desk drawer is the Confessions of a Chef #7, and under the desk is another Safe Handle. In the open trunk next to the bed you can pick up a can of Iowa Beans, the close the trunk lid and pick up the third Safe Handle. On the shelf in a pot by the hanging shirt is a Crowbar. Behind the screen get the Wine from 1918 and press the button to move the ladder, then on the ground where the ladder was you can get another Sketch Card. Walk to the other side of the screen where the cans are stacked and on the corkboard to the left is a Strange Drawing. Grab one of the cans of Cherooke Tomato Juice from the stack. Look behind the stack to get The Art of Gordeaux #1. Place each Art of Gordeaux in the slot next to the same symbol as it mentions in step 1. Walk up the steps on top of the safe and get the last Safe Handle next to the table. Place all the safe handles into the safe. Notice the knife racks on the wall. Use the poster on the wall to translate the knives into a code for each rack. These are the codes for the number dials found near picnic baskets scattered around the island.
– Eastern Garden -> 2885675
– Vegetable Garden (by Gardender’s House) -> 11959
– Badminton Court – 2897
– Past the big rock with the 4 colored cables -> 228567
Each one will give you a Safe Knob. Put all the knobs on the safe and look up to the ceiling to see the pattern to open it. Make each knob point to another knob to follow the pattern. Each knob should be pointing in the following directions:
– Top -> SW
– Right -> W
– Bottom -> NE
– Left -> SE
– Center -> N
Open the safe to get the Gordian Token of the Chef. Exit the Chef’s Room, close the door and place the plaque on the door and note the colors. Take the plaque again.
Go to the wall to the right of the statue with the hat, and go in the left door. Behind the vase is the Confessions of a Chef #8. Solve the memory game on the wall to get a Gramophone Disc. Under the radiator get the Hidden Key.
Leave and go up to the statue wearing the hat and knock it off to get the Butler’s Key and open the door directly in front of you. Look to the left on the bottom on the small table is a Red Napkin. In the corner under the gramophone is a Gramophone Disc. On the bookshelf to the right is a Green Napkin. In the letter holder on the left side of the desk pick up a Sketch Card. On the blotter on the desktop, get a Letter to Technical Support and a Letter From Technical Support. In the lower right drawer get the Beige Napkin, and in the bell of the gramophone is a Pink Napkin. Look to the right and on top of the privacy screen is a Blue Napkin.
Back at the entrance, look right when entering and find a Grumbling Note #1 in the wastebasket, and a memory game on the side of the bookshelf. Solve it to get another Gramophone Disc. Further down in the hand of the mannequin wearing the suit is a Small Plaque. Behind the privacy screen you can find the Secret Letter #2 on the floor.
Back at the gramophone, play each disc you have and watch the lights in front light up to accompany the tones being played. Replicate the tones in order using the buttons on the devices on the wall to the left. The discs aren’t labeled so the solutions to them in no particular order are (buttons left to right):
– 1 4 1 4 3
– 5 1 2 1 3 4 4 1
– 1 5 4 1 2 5 3.
Each one will get you a Servant’s Room Key. Look at the notes on the wall next to the other gramophone by the desk, and note the last few steps are circled. Leave the Butler’s Room and place the small plaque in the slot on the door and note the colors. Grab the plaque and head to the Dining Room.
Dining Room & Kitchen – Part 2
Before heading to the dining room, take a quick detour upstairs, turn around to the left at the top and enter the door on the right at the end to the Master Bedroom. Open the wardrobe on the right and get the Ship’s Wheel, the open the door to your left to enter the bathroom and grab the Figurine of a Stag from the sink. Return to the Dining Room
Enter the code from the Butler’s Room on the dials on the wall: 9876 to get the Dinner Rules. To setup the dinner table, each place setting needs a plate, napkin, and figurine. Follow the Dinner Rules to decipher what goes where. Starting at the far corner seat and going counter-clockwise:
– Red Plate, Green Napkin, Unicorn
– Beige Plate, Red Napkin, Fox
– Black Plate, Beige Napkin, Spider
– Green Plate, Pink Napkin, Stag
– Blue Plate, Blue Napkin, Giraffe
Get the Gordian Token of the Butler at the end of the table.
Read the recipe for the Soup of the Decade on the wall above the sink. Click on the cutting board to get the Diced Beans, Diced Potatoes, and Diced Cheese and click on the pot to include all the ingredients at once. Click again to grab the pot and place it in the serving slot on the dinner table to get the Gordian Token of the Chef.
Return to the front balcony and place the 3 tokens in their slots on the left. Grab the Car Key in the compartment below, and if you want to see Ending 1, pull the middle lever to open the dome and reveal the car. Run down to it and click on the steering wheel to get in and trigger the ending.
Basement – Part 2
Look at the large barrels and notice how many times the light blinks over each one. Use the Strange Drawing you got from the Chef’s room to translate the number to the angle the spigot needs to be set at. Solution:
– Facing the row of 3 barrels, the left and right need to be clicked 1x. The middle needs to be clicked 2x.
– Facing the row of 2 barrels, the left needs to be clicked 4x.
Pull the lever by the bottom of the basement stairs to open the giant barrel at the end of the row.
There’s nothing to see or do throughout the tunnel so feel free to book it through, just make sure to grab the Horseshoe at the opening at the end. You’re at the Western Shore now, so turn right and go as far as you can, past the slot machine, to the end. In between some boxes is the Confessions of a Chef #9. Click on the boxes to open them with the Crowbar and get The Art of Gordeaux #5. Return to the Chef’s Room and place the last Art of Gordeaux in its slot to get another Horseshoe.
Library
– Queen -> Left top
– Pawn -> Left middle
– Rook -> Left bottom
– Bishop -> Middle Top
– King -> Middle Bottom
– Knight -> Right
Click to open the chessboard and get A Note About Chess Lectures and the Folk Tales from Many Lands book.
Back near the entrance is a huge 8×8 brown and beige grid that looks a lot like the chessboard we just solved. In face, you need to press buttons on the grid representing spaces that your white pieces are currently standing in, or spaces they could move to, based on the movement rules of chess. Solution: – Row 1: 2 4
– Row 2: 1 2 3 5 7
– Row 3: 1 2 3 4 5 6 8
– Row 4: 1 2 3 5 6
– Row 5: 2 4 5 6 8
– Row 6: 1 2 3 4 5 6 7 8
– Row 7: 2 8
– Row 8: 1 2
Pull the lever on the bottom of the bookshelf to the left, then head upstairs and in the corner by the radiator, the painting has vanished revealing a diagram of the bookshelves in the Library. Match the colored numbers to the ones on the books to figure out where they go.
– 1st Floor -> Large bookshelf -> Top = The Blue Bird
– 1st Floor -> Bookshelf to the left of the large bookshelf -> Top Right = Old Christmas
– 1st Floor -> Bookshelf to the left of the large bookshelf -> Bottom Left = Sonnets of Three Centvries
– 2nd Floor -> Bookshelf to the left of the diagram -> Bottom most slot = The Vicar of Wakefield
– 2nd Floor -> Bookshelf to the left of the previous bookshelf -> Bottom Left = Poems and Songs of Fairyland
– 2nd Floor -> Bookshelf to the left of the previous bookshelf -> Top most slot = Folk Tales from Many Lands
On the cabinet by the door (still on the 2nd floor) get the Gordian Token of the Butler. Turn to the table and insert the Ship’s Wheel. Before you solve it, turn around and look on the floor to find a Diary of a Sailor. Use this to decipher the path you need to take. Solution: N x5, W x1, N x1, E x5, S x6, E x5, N x11. Get the Admiral’s Study Key. Outside the 2nd floor Library door is a slot for the Small Plaque. Note the colors and grab the plaque back.
Master Bedroom & Admiral’s Study
In the back one of the drawers of the coffee table by the fireplace has a compass. You can’t pick it up, but you may need to reference it later. Behind one of the armchairs on the window sill is a Strange Portrait. Across the way is a table with slots for the Strange Portraits. Match the portrait to the outlines on the table by the slots. Left to right: The guy in red holding up his palm -> The other guy holding up his palm -> The guy pointing -> The guy making the shush gesture -> The guy yawning and stretching. Get the Horseshoe. In the bathroom, in the toilet room, behind the cabinet find the Secret Letter #3. Feel free to drop off some of the Sketch Cards in their slots by the bathroom door if you like.
Unlock the door by the fireplace to enter the Admiral’s Study. To the right in the firewood get the Secret Letter #4. On the desk in the little telephone drawer is some Small Cannons. On the cabinets to the right, on top in the back, is a Small Plaque. Between the cabinets on the floor is a Cryptic Sign. Turn around and use the Cryptic Sign on the slot on the wardrobe to the left of the curtains. It spells OPEN PROJECT. To the right of the curtains, below the chaise is another Cryptic Sign. Use this one in the slot on the fireplace mantle and it spells OPEN SESAME. Type in OPEN PROJECT on the typewriter on the desk to slide up a huge project board on the left. Type in OPEN SESAME to slide the little knight figure on the mantle over and reveal a Drawer Key. Open the door to the left and step outside and close the door behind you. To the left is a Bell you can ring. On the left side of the balcony is a Sketch Card on the table. Drop it off in the Master Bathroom to complete that board. Back in the Study, read the text on the project board and answer the questions on the panels in the bedroom, study, and study balcony.
– Venus 1: C, Venus 2: B, Venus 3: B, Venus 4: none
– Mars 1: C, Mars 2: C, Mars 3: B, Mars 4: B
– Pluto 1: A B, Pluto 2: A B C, Pluto 3: none, Pluto 4: A C
A directional letter will light up on each panel: Venus -> N, Mars -> W, Pluto -> N. Open the wardrobe in the Study left of the curtains. Orient the busts according to the directions on the panels (use the compass in the bedroom coffee table for directional reference if needed), then slide the busts left or right according to the 3 arrows on the inside of the wardrobe door:
Venus – Face right, slide left
Mars – Face forward, slide right
Pluto – Face right, slide right.
On the desk you can pick up the Letter to the Admiral and a Copy of a Sent Letter, and in the drawers get the Small Sails. On the frame of the window, behind the drapes is the Diary FA / TR an don the bookshelf behind you get the Small Flags. On the ship, click to use the Small Cannons, Small Sails, and Small Flags and get the Gordian Token of the Admiral.
Open the mailbox door in the main Admiral’s Study. Read the 2 technical support letters you found in the Butler’s Room to learn how to operate it. Solution: Set dial to 50. Press all square buttons except lower left. Go to the Butler’s Room and Set the dial to 50. Press all square buttons except upper right. Pull the lever. Return to the Admiral’s Study and get the Secret Letter #5. Unlock the desk drawer and place all the Secret Letters to unlock a drawer on the other side containing a Horseshoe.
Servants’ Courtyard – Part 2
Return to the courtyard and go to the dials by the tree in the middle. Set each one to the number of matching symbols in the various Servants areas.
Blue – Toilet room and bathtub room – 6
Yellow – Storage room – 4
Green – Courtyard – 8
Red – Servant’s Rooms – 7
Enter the code and insert the key to get a Horseshoe.
On the door of the Leisure Room there’s a diagram of a bathtub. Go to the toilet room and find a tile by the sink that’s slightly discolored and click it to slide a panel in the bathtub room. Go there to retrieve the Leisure Room Key then enter the Leisure Room. On the doorframe above where you came in get a Billiard Ball. There’s also a Billiard Ball under the table next to the sofa. Speaking of the sofa, move one of the pillows to get another Billiard Ball. Look at the radiator to the left of the sofa to find another Billiard Ball. Move to the left and find a Billiard Ball tucked under the rug. Just a bit farther on the right wall is a purple Billiard Ball on the floor molding where it meets the wall column. On top of the painting at the end is yet another Billiard Ball. Find another Billiard Ball on the window sill by the radiator. In the wardrobe move the chest to spot another Billiard Ball. In the drawers of the wardrobe you can get another Billiard Ball and the Small Plaque. Turn around and get the blue Billiard Ball on the track. Turn around again and get yet another Billiard Ball on the cue rack, and of course another Billiard Ball on the triangle, which is hanging lower on the rack. Speaking of triangles, look up and get the Billiard Triangle hanging from the chandelier. And don’t forget to grab the 3 Billiard Balls on the pool table, and the one in one of the slots on the table rails.
There are three diagrams in the room: On the chalkboard, above the window by the sofa, and on the inside of the wardrobe door. Use these to determine which slots to place all the Billiard Balls. Starting with the slots across form the sofa and going to the left (counter-clockwise) around the table:
– Cue ball, green stripe, maroon solid
– Green solid, purple stripe, red solid
– Yellow solid, purple solid, orange solid
– Cue ball, cue ball, yellow stripe
– Blue stripe. black solid (this one can’t be moved), maroon stripe
– Red stripe, blue solid, orange stripe
Once completed you can now pick up the black Billiard Ball. Also, check the colored lights with the Small Plaque on the door, like usual.
Salon
Finishing off a few things
Return to the Admiral’s Secret Study and place all the swords and daggers so their tips touch the little white lines. Get the Horseshoe.
Return to Bella’s Room and place all the bonbons in the box, so that there is never the same one in any row and column. Get the Horseshoe on the wall.
In the entrance to the Dining Room are 5 bells, representing the 5 bells to ring throughout the house. You should have all but 4 already done, but if not, now is the time to get them all taken care of.
– Workshop – Next to the purse and behind the mannequin on the table
– Admiral’s Study balcony. It’s behind the door so you need to close it to access the bell
– Della’s bathroom – In the cabinet at the end (door might need to be closed to access it)
– Bella’s Room – Under her desk
– Amelia’s Room – Dial the bell on the coffee table and the balcony and a panel will slide open on the side of the piano
Return to the bell table in the Dining Room entrance and get a Horseshoe from the drawer.
In Amelia’s room there is a cabinet where you need to place all your Elegant Masks, according to the rules scattered throughout her room and the diagram next to the wardrobe.
– Cecille – Blue floral eye mask
– Petra – Red and gold eye mask with long nose
– Adele – Greenish floral eye mask that covers the cheeks too
– Sophie – Full face white mask with red lines
– Erica – Solid red eye mask with long nose
– Rosie – Almost full orange checkered mask
– Maggie – Full face purple mask
– Dora – Beige eye mask
Get the Horseshoe from the wall.
Head to the Western Shore, and then left to the Lighthouse. Cut the chains with the Bolt Cutters and start heading up. Grab the Diary: BT / LR on one of the window sills along the way up. At the top the left is the final Sketch Card. To the right is another Inspiring Painting and the Inspiring Description #3.
There were 5 paintings on 5 easels throughout the game, but the paintings were on the wrong easels. Now it’s time to place them correctly, using the Inspiring Descriptions.
– Lighthouse – Old bald man reading
– Central Square (between the labyrinths, main courtyard by the Bungalow) – Ship on a stormy sea
– Basement – Man in hat reading
– Sisters’ Balcony – Lone tree in the snow
– Lookout (stone gazebo near the entrance to the western shore – Ducks
Get the Horseshoe next to the easel in the Lookout.
Return to all four sketch card boards and drop off any you haven’t already.
– Hallway towards Della’s room
– Master bathroom
– Workshop Storage
– Workshop (near the sewing machine)
Get the Horseshoe from the wall near the sewing machine.
Back in Amelia’s room, reset the room to re-open the painting, and drop off the remaining diaries (or all of them if you didn’t place any yet). Collect both Horseshoes.
Make sure you’ve noted all the colored lights associated with each plaque and that you have it back in your possession. If not, now is the time to return to each location, place the plaque, note the colors, and bring it back to the house. Here’s the colors associated with each plaque:
– Bungalow -> Red Blue Green
– Gardener’s House -> Green Red Blue
– Amelia’s Room -> Red Blue Yellow
– Bella’s Room -> Red Yellow Blue
– Della’s Room -> Red Green Yellow
– Library -> Blue Green Yellow
– Workshop -> Blue Red Green
– Admiral’s Study -> Yellow Red Blue
– Salon -> Green Yellow Red
– Kitchen -> Green Red Yellow
– Kitchen Storage -> Yellow Red Green
– Dining Room -> Yellow Blue Green
– Servants’ Courtyard -> Blue Red Yellow
– Butler’s Room -> Yellow Green Blue
– Chef’s Room -> Yellow Green Red
– Leisure Room -> Blue Yellow Red
Once you’ve obtained all the plaques, go to the Servants’ Storage Room and move the ladder to the right and place the plaques in the slots on the shelf according to the sequences of colored lights:
– 1st row: (none in first slot) -> Salon (fireplace), Leisure Room (billiard balls), Kitchen (pot), Library (book)
– 2nd row: Workshop (dress), Servants’ Courtyard (suit), Kitchen Storage (shelves), Bungalow (martini glass), (none in last slot)
Open the drawer to the left to get a Horseshoe.
Head to the Butler’s Room and place the rest of the plaques in the same way:
– 1st row: (none in first slot), Chef’s Room (chef hat), Amelia’s Room (mask), Della’s Room (voodoo doll), Gardener’s Room (potted plant)
– 2nd row: Admiral’s Study (ship wheel), Butler’s Room (bell), Bella’s Room (doll), Dining Room (plate), (none in last slot)
Get the Horseshoe from the drawer.
Terrace
The front patio of the mansion contains a model house on a pedestal with some buttons. Each button will cycle a light on the side of the diagram. Consult the diagram to figure out which colored arrows you should follow to arrive at each of the 9 different hat types. When each one is activated, a light will illuminate on the model house and you can open the corresponding door (the beret actually opens up the wheel in the yard on the model, but same idea). Within each door is a number value that represents the corresponding hat. Here’s all the details:
– Baseball cap – Yellow Green Pink Red Blue -> 8
– Flower hat – Yellow Pink Red Yellow Yellow -> 3
– Witch hat – Yellow Pink Red Yellow Blue -> 7
– Santa hat – Yellow Pink Red Yellow Green -> 5
– Chef hat – Yellow Pink Red Yellow Red -> 6
– Sailor hat – Yellow Red Blue Blue Pink -> 2
– Men’s hat – Yellow Red Blue Blue Red -> 4
– Beret – Green Pink Red Red Blue -> 1
– Top hat – Yellow Red Blue Blue Blue -> 9
Now that we have our values, we can solve the circular stacked containers with hat symbols that we’ve passed all over the island. The first is right behind you on the Terrace. You need to convert the symbols you see on top of the container to their number vales and then make the math equation on the front work out to the same number. Chef hat X baseball cap X Sailor hat = 96. Get the Quarter of a Coin.
Next one is in the grassy area with the pond and the bridge, on a bench. Top hat X Witch hat + Mens hat = 67. Get the Quarter of a Coin.
Next one is in the Lookout stone gazebo. Baseball cap + Witch hat – Witch hat = 8. Get another Quarter of a Coin.
Next one is in the loft of the Salon. Sailor hat + Men’s hat – sailor hat = 4. Get the last Quarter of a Coin.
Last container is in the Workshop, but you don’t need to solve an equation. Just place the 4 coin quarters to get an Inspiring Key. Insert this into the model house and open the little patio doors to get the Gordian Token of the Madam.
Ending 2
Before the ending there’s one last thing to do and that’s cash in all those Horseshoes you’ve been collecting. Head down to the Western Shore (either from the yard or through the tunnel in the basement), and go right until you come to the slot machine. Before you use it, look around back for a final hidden Horseshoe you can pick up.
Place 6 into the slot and pull the handle. You can do this 5 times to get 5 different prizes:
Flag, Lighter, Car, Gordian Backpack and the final reward is a Golden Horseshoe!
Return to the front balcony, either via Amelia’s Room or the Master Bedroom and place any remaining tokens in the right side and pull the lever. Pick up the Instructions and a Lucky Charm. Pull the big middle lever to raise the dome and lower it again, this time revealing a huge hot air balloon.
Run down and click on the ladder of the balloon to get in and fly away for Ending 2!
And that wraps up our share on Gordian Rooms 2: A curious island: 100% Text Walkthrough. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by blkhwks19, who deserves all the credit. Happy gaming!